41solstice25 wrote:Pieslander wrote:i actually hate the punks. they just wreck my combo and there is no way to Dodge those rocks... prefer crawlers
i don't mind the Punks for the most par, but i think they'd be better for a more dedicated difficult map. as evil as it sounds, it would make their existence more enjoyable for making things crazier as you play. a titan that can snipe you with rocks in the middle of a city or forest is kinda ridiculous. it's like an intelligent Aberrant. doing high damage to them either takes goofy angles and speed or luck. i've only pulled off high damage to them 3 times since they came to the game. it was pure luck i got 1.7k on my second one.
Seamoose wrote:I think it needs a lot. It doesn't seem like the AOTTG that I use to play. I think the nape size needs to be bigger as well.
believe me. the nape size is fine. i managed 2k hits twice today within 10 minutes of each other on City.
Napes are not fine, I've been hitting 1Ks frequently since the big update (I'm a KDR player so I usually don't try for 2k+), but the napes are definitely still too small. All too many times with this update I slash right as or before I'm at the nape and the blades wreck the nape, but don't hit that special sweet spot right in the middle and I'm stuck swooping back and forth 4-5 times hitting right next to, above or below it, but enough times where it would be decapitated at that point.

That being said I love everything about the major update except the punk's appearence/class name (makes no sense, very immersion-breaking [no, i'm not saying it has to be just like the animenga!]), homing rocks, spinny-top punks (seriously, you bump into chest or middle of back of a 15m and you may very well get stuck in a punknado), and the blade air-swoosh effect while standing still/running at normal speed. That one's no less silly than the 45 degree reverse-moon-boulder-throw.
All in all, I think this update's a great step forward with the game and I'll still always love Feng forever
